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  #21  
Old August 25th, 2006, 02:20 PM

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Default Re: The Ages of Space Empires

That makes sense to me. But is it possible for base yards to have a component that can't be built on ships? It seems that the non-mobile yards should be the hastest.
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  #22  
Old August 25th, 2006, 02:29 PM
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Default Re: The Ages of Space Empires

You could change to vehicle type of the Space Station component to "Base" instead of "Ship/Base."

Or you culd simply make it too big to fit on a ship hull.
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  #23  
Old August 25th, 2006, 06:49 PM
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Default Re: The Ages of Space Empires

It won't be too confusing:
High tech ships need high tech spaceyard or they don't build.
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  #24  
Old September 12th, 2006, 10:35 PM
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Default Ages of Space Empires (Space Age Preview)

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This is the first preview release of the Ages of Space Empires mod. I'm releasing the Space Age Preview to show off and test Space Age gameplay.

No AI has been written yet.

Weapons start off relatively weak. Ships with gun batteries perform better in fleets. Ramming should become a significant tactic once you research Armor, and boarding should be come another significant tactic once you research Troops.

I need your opinions on:
- Weapon balance (gun batteries and missiles should be balanced on the low end, while boarding and ramming should be much more effective)
- Resource Production (should be rather low, with remote mining being more effective than ground facilities)
- Colonial Expansion (should be slow and difficult to establish large off-world colonies)
- Ship Construction Rates (Orbital Space Yards should be more effective than ground-based ones)
- Troop Invasions (It should be more effective to invade homeworlds and large colonies than to glass them with bombs)
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  #25  
Old September 13th, 2006, 09:39 AM
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Default Re: Ages of Space Empires (Space Age Preview)

I'll probably be releasing one preview for each age before the final release of version 1.
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  #26  
Old September 14th, 2006, 04:47 AM
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Default Re: Ages of Space Empires (Space Age Preview)

Quote:
- Ship Construction Rates (Orbital Space Yards should be more effective than ground-based ones)
I agree with this 100% and adopted this philosphy in STM some time ago however I discovered that HW's will always be more effiencent with their bonuses than non homeworlds.

As to making troops more important than glassing a planet I would love to know how to you intend to make the AI handle this.
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  #27  
Old September 14th, 2006, 06:21 AM
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Default Re: Ages of Space Empires (Space Age Preview)

There are a number of AIs that are quite capable of conquering your planets.
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  #28  
Old September 14th, 2006, 09:37 AM
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Default Re: Ages of Space Empires (Space Age Preview)

I'll simply have them build more troops and troop transports I suppose. That will increase the chance that an invasion fleet will have troops on hand to capture a planet.

They could glass a planet using bombs, but they will need a heck of a lot of bombs to make a scratch on a major homeworld
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  #29  
Old September 14th, 2006, 11:41 AM
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Default Re: Ages of Space Empires (Space Age Preview)

Quote:
Imperator Fyron said:
There are a number of AIs that are quite capable of conquering your planets.
This is true I am sure but what is the best method for doing so?
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  #30  
Old September 22nd, 2006, 08:13 PM
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Default Re: Ages of Space Empires (Space Age Preview)

I just discovered that the Ages mod has an interesting technology bleed-over effect.

Since each Age tech level is required for many components, a player who hasn't reached a particular Age yet, fighting against someone who has, can capture a ship, analyze it, and automatically jump to that Age too.

I'm actually considering removing self destruct devices or making them diffcult to use to keep tech bleed-over part of the game.

What do you guys think?
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